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Modding extrenal cells


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So I'm brand new to modding and have been trying to create my first mods. The first one is going well and so far has not caused any crashes. it's a modification of Rayek's popular Mini-Hideout. I basically copied stuff from my favorite mods to make a nice player home.

 

My second mod and third mod though are both causing game crashes. They're external cells. I'm not sure if I am doing this right. I viewed world cells in GECK, found the location I wanted and dragged the bits and pieces I needed, placed them and then built a nice little shack on the edge of a small lake. I then saved the file as Lake Shack.esp. In FOMM I added the mod and made it active. Now however whenever I go anywhere near the area (apart from once) the game crashes.

 

The same with the second mod which adds small player homes to all of the Red Rocket garages.

 

Am I doing this right? Should I be modifying the cell and then save it?

Anyone willing to take a look at my mod for me to trouble shoot it?

 

Many thanks in advance.

Edited by AutismSucks
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Not sure what is wrong with your GasStationHome since it is saying it has 2 unknown masters for me , and won't load without them. I guess it is another mod .esm I don't have ?

 

The Lakeside home , I'm guessing is because you raised the water height on cells (-30,7 & -30,8 )

Didn't know you could do that on individual cells independent of their world space.

But just set those back to 10500 like the rest of the wasteland cells ... And drop in some placeable water.

This one is the same as the default auto water used ... "WaterP2048x2048"

Which looks like just one of those will be all you need to fill that depression at the water height you wanted.

 

Not sure if that is your problem , but give it a go , and see if it fixes it.

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This is outside my experience so can only offer some guesses and suggestions. Did you do any navmeshing around the shack, altering the existing navmesh? Did you join the external navmesh to your internal shack cell? Did you do any finalizing?

 

The Mini-Hideout is already joined to the extenal navmesh (I've played with that mod myself) so you wouldn't have encountered any problems changing that cell internally. But if you haven't done that for your new homes you may encounter problems.

 

As I say, this is just a guess, and I've never done it myself. But if the answer is 'no' to all the above you should do some research on it as well as how to finalize your mod.

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Hmm ya , a second look ... I would say the navmesh has some problems ... but I can't say they would account for crashing upon entering the UgridsToLoad range ... which could be up to nearly 3 cells distance at one time for default setting. It may even be just a certain Item dropped in.

I didn't try in game myself ... just looked in Geck.

I've never seen adjacent cells have different water height like that though ^shrug^

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Not sure what is wrong with your GasStationHome since it is saying it has 2 unknown masters for me , and won't load without them. I guess it is another mod .esm I don't have ?

 

The Lakeside home , I'm guessing is because you raised the water height on cells (-30,7 & -30,8 )

Didn't know you could do that on individual cells independent of their world space.

But just set those back to 10500 like the rest of the wasteland cells ... And drop in some placeable water.

This one is the same as the default auto water used ... "WaterP2048x2048"

Which looks like just one of those will be all you need to fill that depression at the water height you wanted.

 

Not sure if that is your problem , but give it a go , and see if it fixes it.

 

Thanks for the help and advice. I didn't modify the water at all. I don't know how to yet. I just plonked in the bits and pieces of the building like the camper, wood wall chunks and logs. I guess I should figure out how placable water works.

Thanks for the advice. everything helps.

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This is outside my experience so can only offer some guesses and suggestions. Did you do any navmeshing around the shack, altering the existing navmesh? Did you join the external navmesh to your internal shack cell? Did you do any finalizing?

 

The Mini-Hideout is already joined to the extenal navmesh (I've played with that mod myself) so you wouldn't have encountered any problems changing that cell internally. But if you haven't done that for your new homes you may encounter problems.

 

As I say, this is just a guess, and I've never done it myself. But if the answer is 'no' to all the above you should do some research on it as well as how to finalize your mod.

 

No Navmeshing. What's finalizing? I have no idea how to do that. Maybe I should have. may you please tell me what I should do to finalize the mod. Thanks. Sorry for sounding like a noob.

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So I checked the area out vanilla wise. And the water and navmesh is vanilla content.

I then dropped in a COC markerheading to move there with a console command.

And I had no crash problems. But then you did say you were able to go there once before the crashing started ?

 

Did you do some more changes in geck between those times ?

And all I can think to try at this stage is to toggle archive invalidation with FOMM.

 

Which means to go to "Tools" at the header drop down options ... select Archive invalidation , and remove it.

Then repeat and reapply it. But do that after your files are checked you will be launching with.

Then launch after reapplying.

 

And if that is not working try a different save.

 

Still can't say what is wrong with your GastationHomes.esp , since it has 2 master dependencies I don't have . Won't launch in Geck or Fo3-edit without me having those.

Could you tell me what they are , so I can download them.

They should be listed when you are launching that file in the geck right side under "Parent Masters" ... after you click your file as the active.

This is what looks like for me ...

 

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

UNKNOWN

UNKNOWN

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This is outside my experience so can only offer some guesses and suggestions. Did you do any navmeshing around the shack, altering the existing navmesh? Did you join the external navmesh to your internal shack cell? Did you do any finalizing?

 

The Mini-Hideout is already joined to the extenal navmesh (I've played with that mod myself) so you wouldn't have encountered any problems changing that cell internally. But if you haven't done that for your new homes you may encounter problems.

 

As I say, this is just a guess, and I've never done it myself. But if the answer is 'no' to all the above you should do some research on it as well as how to finalize your mod.

 

No Navmeshing. What's finalizing? I have no idea how to do that. Maybe I should have. may you please tell me what I should do to finalize the mod. Thanks. Sorry for sounding like a noob.

 

Finalizing is finalizing navmeshes. Since you have not changed the navmesh in LakeShack and the shack is actually an outside space rather than an interior, it's irrelevant in that case and will also be irrelevant if your GasStationHomes are also exteriors. If you create interiors though, you need to connect the doorways to the external navmesh so that the PC and any NPCs can navigate through them. If you look at the navmesh in the GECK after doing this you will see a green triangle at the doorway which is the teleport triangle. That's really as much as I know. There are some links though that might help.

 

http://geck.bethsoft.com/index.php?title=Bethsoft_Tutorial_Finalize_and_Connect

http://geck.bethsoft.com/index.php?title=Bethsoft_Tutorial_Navmesh

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Ahh I worked out what the issue was!

 

I have a mod (Portable Camp Stuff) which I had been using to add bits and pieces to the Wasteland. That was before i learned how to makes mods using GECK. There was s much stuff added to the wasteland that it was making it somewhat unstable. I had also added stuff to the areas I built those mods in.

 

So, I started with a new game and everything is nice and stable! No crashes around the new mods. Doh! I should have done that first.

 

The master mods for Gastation.esp are Nos' Cosmeic https://www.nexusmods.com/fallout3/mods/12876

and Valult172R https://www.nexusmods.com/fallout3/mods/8299

 

In reality though it does not need those, and I'm not sure why they are there. I learned from that though and subsequent mods don't have unnecessary master files. Now if I can figure out how to remove the masters from Gastation. Oh, and I updated the file with some cool changes like cars up on cinder blocks with tires and wheel hubs on.

Edited by AutismSucks
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I have also made another couple of mods, both exteriour cells. One 'fixes' the Toll Bridge and turns Kaelyn's Bed and breakfast into a Brotherhood of Steel base.

 

 

The other is just a small player home camp by a couple of ponds south east of Canturbury Commons

 

Edited by AutismSucks
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